Found some really awesome and interesting tips/info for MGSV. Courtesy of Chiffmonkeys YouTube comment:

A few other tricks I'd like to add.

- A lot of the Adaptive AI functionality doesn't even bare its teeth until endgame as it takes that long to learn your habits. You may have a sense of false security about it. Here are some of the things to watch out for:

Enemies lay minefields at the point where a player shows a habit of walking near a base. Never take the same route twice.

Hold-ups are not guaranteed to be effective. If you see a hold-up target holding a knife, CQC or Tranq them fast or they will try and attack you even after "surrendering".

Enemies with Riot Armor will soon realise that they can fight back against Hold-ups from players wielding Non-Lethal weapons.

Don't bother Tranquilizing or Stunning enemies standing next to a Tank or Armored Vehicle, the Tank can wake them all up with a single honk of the horn. To counter this use alternate incapacitation methods such as Smoke or (low level) Stun Grenades, or simply keep them distracted while you take care of the vehicle.

Don't take "Danger Level: Low" at a landing area for granted. Snipers are not flagged as an enemy presence on the Drop Point interface and you can be spotted while still onboard Pequod. This is rare but can completely ruin a stealthy approach.

The more transport trucks you attack/hijack, the better armed and armored the driver and passenger will be.

If a player rarely or never gets detected by spotlights, the enemies using them will start scouring the dark simultaneously and act as a regular guard.

Repeating a mission will result in enemy dialogue about your exploits, making reference to how you play. (Rejoice that this one won't get you killed!)

If an enemy wielding a machine gun or sniper rifle spots a fulton balloon, it will almost certainly get shot down.

If players distract enemies regularly using Magazines, they will start radioing to base before investigating. This feature was actually present in Ground Zeroes.

At first, radio calls regarding cardboard boxes are treated as jokes, but soon they start to be taken seriously by HQ.

If in doubt, the enemy will simply experiment with new methods until one works. The reactive system becomes incredibly powerful after the 100 hour mark, it's just a shame it can't adapt faster. Still, it's keeping this plethora of post-game side ops entertaining. :)

- [Africa] Shooting down a power line in the rain will electrocute any soldiers underneath it. If you drive into a power line pylon it will come down on your head and zap you out of your vehicle.

- C4 is powerful enough that you can plant it on one side of a wall and kill someone on the other side of it as long as there's some form of window, door or hole nearby.

- Upgraded Night Vision goggles can be repurposed as IR Goggles for improved vision in sandstorms, for differentiating between people and dummies, and for navigating through smoke, either from smoke grenades or fires in the world, and for spotting snipers. They aren't particularly useful in the mist that Skulls generate however.

- Telling DD to Bark will ward off predatory animals temporarily.

- The basic G44 Assault Rifle has a built-in scope that isn't mentioned in its description. Think G36.

- Before disembarking Pequod, or using the Wormhole in a FOB Invasion, it's worth chambering a round into each weapon (reload with a full mag). That one round could be the difference between a frantic reload or an easy headshot.

- Succesfully completing a Story Mission, FOB Invasion or FOB Defence as a member of the Combat Unit will improve their stats. However be warned that they can suffer perma-death if killed on an FOB. If you're going to risk it, wear the Battle Dress and Balaclava, and maybe even use a Riot Shield. Even then FOB Invasions of stronger bases can be incredibly risky with UAVs around every corner.

- Diving at or wounding an enemy, impacting their helmet or armour, or squirting them in the face with the water pistol will momentarily confuse or incapacitate them, giving you a chance to close in and perform CQC. Even just shooting a nearby wall or object will work if you want their back turned and can't reach with a magazine.

- Shooting a vehicle with a lethal weapon will usually make it stop (the exception is missions where the vehicle is under orders to reach its destination at any cost, such as the escorted General). This is useful for boarding the back of an npc truck or getting in close to C4 or fulton a tank. Alternatively you could lure wild animals into the road, for which they will stop.

- C4 makes for a fantastic diversion, especially if you're carrying a wounded prisoner and there's a chopper overhead.

- With Weapon Customisation unlocked (see a youtube video), to get an underbarrel launcher, simply research a grenade launcher that is dubbed "standalone". To get a masterkey (underbarrel shotgun), research the sawn-off double barrel shotgun with scope mount. I've not unlocked underbarrel pistols yet but presumably you need a pistol with a scope mount.

- If you attach a fulton to a cargo container while on top of it, you can use it to either give you a boost up (handy on FOBs), or if you stay on board it will take you back to your ACC. This is the also only known way of quitting Mission 45.

- Cardboard Boxes, Molotovs and Smoke Grenades are hindered by rain.

- Machine Guns, Mortars and AA guns have no use on Mother Base. Those on FOBs are generated by your defence level setting. Treat them only as a valuable that is worth more than its fulton value. You can sell these assets under Resources on the iDroid. You'll probably have an extreme excess of medicinal plants too later on.

- Pick your free FOB based on its supply of Fuel, as this is the rarest resource used to build platforms.

- Performing defences of FOBs, yours or a supportee's - grants resources, volunteers and honor, not to mention the gratitude and potential reciprocation of the person whose base you defended. Support randoms, it's worth it.

- The Medical Platform has a severe choke point at the entrance to the interior. Attackers should always deploy some form of grenade or decoy down the stairs before proceeding, and Defenders should always set up traps below the stairs in anticipation. It is the second hardest platform to fully invade after R&D (due to the complete lack of cover from being spotted from above). The easiest platform to invade is probably Command due to the amount of cover available. Defence budgets should be planned accordingly.

- On a multi-platform FOB, be sure to heighten security at the ends of bridges, these are the easiest places to catch out Attackers.

- Missions flagged as hardcore (Subsistence, Extreme etc) are not required to reach the game's ending. If you run out of non hardcore missions (happens around mission 40), you've hit a point where progress is triggered by gameplay time, not mission progress. At this point, feel free to do some side ops, FOB invasions, redo old missions with new tech and tactics, or take on some hardcore missions. There should still be plenty of content for you to pass the time. I'd highly recommend playing [Subsistence] C2W, it's a really refreshing twist on the stealth mechanics.

- Unlocking custom weapons lets you create things you shouldn't be able to yet, such as silenced tranq sniper (handiest weapon in the game, it's totally OP), silenced machinegun, and assault rifle with underbarrel launcher.

- Interrogating Mother Base staff will give you the locations of the raw diamonds.

- The water pistol can be used to extinguish fires, allowing for a darker infiltration route. It can also be used to break electronic equipment without using explosives. You can hold up enemies with it as if it was a real gun.

- While an enemy is being carried, is sitting in a vehicle or on a horse, or is stashed in a hidey hole, they cannot die from their wounds, they cannot wake up and they cannot regain consciousness. This only applies to NPCs. Enemy players can wake up the same way as if they had been knocked out by a Wandering MSF Soldier, even while being carried, so don't get too cocky when fultoning an incapacitated Attacker or Defender - this has got me killed.

- Other objects work just like magazines to knock enemies out when in Reflex Mode, for instance smoke grenades are handy to provide cover to fetch or fulton the incapacitated. - You can only plant C4 on an enemy's back if they are standing. Therefore it is not possible with snipers.

(23-09-2015, 08:52 PM)AdminGG Wrote: - A lot of the Adaptive AI functionality doesn't even bare its teeth until endgame as it takes that long to learn your habits. You may have a sense of false security about it. Here are some of the things to watch out for:

Enemies lay minefields at the point where a player shows a habit of walking near a base. Never take the same route twice.

Hold-ups are not guaranteed to be effective. If you see a hold-up target holding a knife, CQC or Tranq them fast or they will try and attack you even after "surrendering".

Enemies with Riot Armor will soon realise that they can fight back against Hold-ups from players wielding Non-Lethal weapons.

Don't bother Tranquilizing or Stunning enemies standing next to a Tank or Armored Vehicle, the Tank can wake them all up with a single honk of the horn. To counter this use alternate incapacitation methods such as Smoke or (low level) Stun Grenades, or simply keep them distracted while you take care of the vehicle.

Don't take "Danger Level: Low" at a landing area for granted. Snipers are not flagged as an enemy presence on the Drop Point interface and you can be spotted while still onboard Pequod. This is rare but can completely ruin a stealthy approach.

The more transport trucks you attack/hijack, the better armed and armored the driver and passenger will be.

If a player rarely or never gets detected by spotlights, the enemies using them will start scouring the dark simultaneously and act as a regular guard.

Repeating a mission will result in enemy dialogue about your exploits, making reference to how you play. (Rejoice that this one won't get you killed!)

If an enemy wielding a machine gun or sniper rifle spots a fulton balloon, it will almost certainly get shot down.

If players distract enemies regularly using Magazines, they will start radioing to base before investigating. This feature was actually present in Ground Zeroes.

At first, radio calls regarding cardboard boxes are treated as jokes, but soon they start to be taken seriously by HQ.

If in doubt, the enemy will simply experiment with new methods until one works. The reactive system becomes incredibly powerful after the 100 hour mark, it's just a shame it can't adapt faster. Still, it's keeping this plethora of post-game side ops entertaining. :)

Damn that's cool.

Although, maybe if the game actually had that third act that it was meant to have, it would be more impacting...